• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.
Allow add/change modifier for culture and religion through event.
Added as "Allow changing cultures' culture modifier by event, and multiple modifiers being active at once. Static modifiers could still be used to define the modifiers, or event modifiers"
 
I mean in character history files not in-game console commands.

What do I do with "prison = yes" if I want character X to be imprison by character Y during certain date?

"imprison = ROOT" how could that work in character history file?

I did't know add_consort existed.
Use the "effect" scope in the history files to do anything you could do via events.
 
Hate to sound unthankful, but now that we have Enatic succession laws, I'd really appreciate it if Women could take on multiple husbands and/or concubines.

Currently trying to make a more fantasy mod, and I'd really appreciate it seeing what I have planned for some of the races.
Added as "A religion flag to allow women to take multiple husbands, and another for male concubines"

This was actually historic in some cultures, though typically reserved for one woman marrying a set of brothers.

In any case, rather than
female_temple_holders = whatever

I'd like to see something more akin to the freeform defining we can get for military commanders a la the jobs title, for who can hold
- Temples (Perhaps tied to Seer/spiritual requirements?)
- Towns (Steward/Treasurer?)
- Castles (Probably its own define?)

I'd like the option of e.g. only females in a priesthood, for example.
Added as "A religion flag allowing women to hold temples"
Added as "Export "city_holder", "castle_holder", and "temple_holder" to minor_titles or similar, so that modders can decide who can legally hold each type"

It would be nice if religions were fully moddable.
I wanted to make my own pagan religious family for my total conversion mod. Then I realised that some mechanics are directly bound to pagan_group so I ended up using exactly that name + localising it. This works fine as long as I don't want to have more than one group with those mechanics (which I do).
Example: Without pagan_group you can't forbid an unreformed religion to demand conversion. This is directly bound to that group.
Added as "Make more aspects of religion moddable rather than hardcoded to a specific religion. One example is that without pagan_group you can't forbid an unreformed religion to demand conversion as it is hardcoded to the Pagan group"

I'd love to have a variable for titles (landed and titular...titles) with which to indicate the "de-jure" ruling dynasty, in order to check whether the current dynasty is legitimate or usurpers. It'd be quite useful to add "Usurper of" stylings and add or remove certain bonuses (remove the "heir is female" malus for legitimate females, add a "usurper" malus if you've conquered, etc.).
Wouldn't make much sense in Europe, but I suppose it could be great for some mods.
Added as "Allow setting a specific dynasty as the "dejure" holders of a title, and also allow changing this by event/decision/etc. This could be used to indicate that a dynasty is a "usurper" dynasty, and could be used for opinion penalties and such"

Also, a console command to destroy empire titles would be neat!
You can do this by event/decision: e_empire = { destroy_landed_title = THIS }
 
I would like the following:

Mercenaries: The gender of the randomly generated mercenary captain determined by the gender succession law of the mercenary company.

Opinion Modifiers: the malus for a female ruler/heir makes no sense for realms having either enatic or enatic-cognatic succession. Let the gender malus for ruler/heir be determined by the realm's gender succession law.

Religions: I would more modding options for religions (ie. decadence, investiture, autocephaly, etc.)

Crown Laws: I would a bureaucratic type of government added (to properly represent ERE, a surviving Roman Empire, and China) as either standalone or as an addition to the feudal or republican governments (as a emperor/king you can appointed governors in your core lands and feudal vassals in your peripheral areas.)
1. I'd report that as a bug really; male rulers shouldn't be generated for female-only titles.
2. Again, bug.
3. To my knowledge both investiture and autocephaly can be added to any religion. Decadence is hardcoded to Islam though
4. The only way we'd get that is if they decided to make the ERE more accurate; they'd probably not add something that big for modding alone. I'd recommend starting a thread about it; hopefully Paradox will implement something like it then
 
I'm not sure how names defined in religions work (and under which circumstances they apply), but considering that each culture repeats them (with local deviations) I guess the system isn't healthy enough.

Anywho, considering that we now have plentiful pagans, I'd suggest having several name sections in cultures:

male_pagan_names # applicable ONLY to pagans
male_names # culture-wide
male_christian_names
male_muslim_names
You can actually already do that; you just have to define the names in the religion itself and they'll only be given to people of that religion.

Same for women, naturally. I feel it will make naming system much more flexible and thus immersive. On top of that something like

male_lowborn_names

might be useful. So that you don't get odd plebeian names for rulers but can still see them on counts/barons (or only barons?) and on random-generated characters.
Good idea, added.

And while we're at culture-religion topic, I'd like to ask your opinion on exposing mostly non-religious pagan behaviors to cultures as described in more detail here. Does it make sense? "What am I missing? Any obvious downsides? Would anyone else even vouch for something like this?" :)
As a general rule I want things more moddable, so of course I agree ;)
 
i would like those changes and also a possibility of giving some modability to diplomatic actions, as putting a permit block to marriage, send gift, or whatever action wich you, or the AI can take.
signed
Already on the list.
Are we able to define default succession laws for cultures right now? I haven't been able to figure out how.
Yes, take a look at how Absolute Cognatic is limited to basques.
 
No, I mean the default law. The one that a title has if no one has changed it. IE, if a ruler of culture amazon gets a title, by default they have enatic succession. I would like to define this.
Ah.
There's some workarounds and such you could use to default to specific laws, but yeah, a section to define who can have a law as default would be nice. I'll add it to the list.
 
I have a few suggestions for things that should be on the list:

The ability to form trade ports along river zones (to simulate river trade and enable certain inland republics such as Novgorod)

Modding of river navigability (ability to change who can navigate rivers)

Moddability of the investiture succession laws so that they can be applied to non-Catholics (and potentially, non-theocracies) to better simulate non-Feudal countries such as Byzantium and some of the more centralized Muslim nations
Added "Make it possible to toggle trade posts on navigable rivers"
River navigability is already moddable in the religion files.
Could you elaborate on the investiture suggestion?
Individual trait-to-trait opinion modifiers, like we had back in CK1 ;)
Could you elaborate?

Okay, another suggestion; ability to grant/assign to any character a family palace, like the Patricians have now. (This might be an easy way to create Cadet branches, maybe?)
Already on the list.

Also, ability to change government from Feudal to Republic and vice-versa; this might be really difficult because of hard coding and whatnot, but it would open the door to so, so much! (Rise of Rome mods, anyone? We could make our own Rome 2...)
Added as "The ability to change character type by event"
 
Ability to, instead of, say, having to use "church_opinion = x" on traits, we also have the ability to use "opinion = { trait = greedy amount = -25 }" or something
Ah. You can do that to some extent via opposite traits, though that of course makes them mutually exclusive.
I'll add it to the list.
 
Unless it is already in there, the ability to change a religion's holy sites through event, so that religions that are driven from their traditional lands but still hold kingdoms in other parts of the world can maintain moral authority, similar to the Russian Orthodox.
Added.
 
Added "The ability to prevent a religion from using the "heresy_icon" of its parent religion" to the list.
As I'm getting a bit annoyed with Shia Islam using the heretic icon as a result of being a heresy of Sunni Islam in PB. Commenting out the heretic icon leads to it using the Catholic cross, and if I set the heretic icon of Sunni Islam to the proper Shia icon, that'd result in all Sunni heresies using that icon.
 
I'd like the ability to add a random range command to the files, so something like 'Troop_loss = rand (0.2-0.8)', so we are not always stuck with a specific value for calculations, but a range of values that are random.
Added as "The ability to randomize a number within a range, E.G., age = (int, 20-25), or troop_loss = (float, 0.2-0.4)"
 
Uhm...maybe I'm missing something, but doesn't the Shia Islam have its own icon (Crescent moon with a Sword) instead of the Sunni heresy icon (red Crescent moon). Also, the Shia isn't a Sunni heresy, according to the 00_religions.txt.
Shia is a Sunni heresy in PB. As a result, it uses the "heresy_icon" defined for Sunni, overriding its own icon.

On another note: "More moddable UI, E.G., being able to make specific UIs for specific groups" means being able to mod a muslim ui (for example) for a religious group that isn't muslim, right?
Nah, it's more that if you wanted to make a unique UI for Orthodox characters as contrasted with Catholic ones, you should be able to do so. Especially useful for fantasy mods.
 
Ah okay, now I get it. But why? I loooove the Shia Calpihate uprising event *sniff*. Ah well, nevermind. And yeah, so basically for any religion creating its own UI, only instead of restricting it to a religious group you're giving each religion a separate UI. :3
Only way to give them proper relations towards one another; the "religious differences" opinion modifier is nowhere near harsh enough for Sunni-Shia relations.
 
In my current mod I just found out that the command "port=no" does not mean inland provinces only, so a command for buildings that means inland provinces only. Possibly also something for river provinces only, I'm sure people could find that useful.
Put it in the potential scope and it should work.
River check is already on the list.